“Your agreement says the iron will arrive before the rains. It says nothing about feeding the elephants while the pass is closed. That is the part we have come to discuss.” — Dusana of the Raven Road, at the Viceroy’s Hall in Sarvistan
Shore of Silver and Spice.
“The Admiralty wants my pepper at last year’s price. The Sidhi want my road kept open through the rains. Both have sent men who explain how much I need them. Neither has asked which bridge washed away.”
— Raja Govind of the Kalinga foothills, who has never seen the sea and refuses to start
The Bronze Coast is Dhahara’s southern rim. Pepper comes down from the hills to ports where three authorities can each stop a shipment, and none can deliver it alone. The Kahfagian Admiralty controls the harbors and maritime courts. Sidhi crews work the ropeways; their lighthouse courts issue the freedman’s seal. Inland, Dhaharan rajas hold the growing land and the roads that reach it. An Admiralty judgment travels only as far as someone will enforce it.
The Sidhi came south out of Galanina, moving on from one landfall to the next until they reached this coast. They built on fever-ridden, salt-poor ground that their hosts had not wanted. Now the ropeways carry the spice trade, and families whose grandparents were born beside the same lighthouse are still introduced as guests. Their green flame keeps a list they intend, eventually, to present. Their neighbors have learned to distinguish an invitation to eat from an invitation to ask about it.
The rajas disagree over what to do about the ports. A toll concession can keep a harvest moving and make its signatory look bought. A road closure can hurt the Admiralty and spoil the pepper of a village that supported it. Sidhi crews can refuse to load the ships, but their children eat from the same trade. Meetings go on past the hour when everyone claimed they had to leave.
The heat makes even a short delay expensive. Fish spoils while officials establish which court may hear the case. A freedman’s seal may secure a hearing at the lighthouse while an Admiralty clerk demands a different proof at the quay. People who cross between these jurisdictions for a living know the names of the clerks, the hours of the ferries, and which argument to save for the second visit.
A warning passed along the quay: never board a ship with a green lantern at its mast. The captain is under a death vow, and passengers may be included in it. A green lighthouse is a different matter. Learn the distinction before you follow either light.
What do people eat for breakfast? Rice with fermented fish paste. A household can argue through the whole meal about which landing supplied the fish; the youngest child is sent to buy more before anyone concedes the point. Dock workers carry their portion wrapped for the first pause in loading.
What does a child learn before they can walk? The lighthouse signals. Tariff, Inspection, Quarantine, Smuggler, Pirate, Rescue, Home, and Storm are taught from the window by whoever is watching the child. Getting Rescue and Inspection confused earns a correction that the child remembers.
What is the first thing you notice about a stranger? Which official they approach first. Someone who heads directly for the Admiralty desk is arriving with protection or expecting it. Someone who asks for the lighthouse court may need their freedom recognized before their goods can be discussed.
What is the most common crime? Tariff evasion. A cargo changes boats beyond the headland, or pepper is declared at the weight it had before the rain. The dangerous moment is when a clerk who has always accepted the arrangement suddenly insists on opening every basket.
What does no one talk about but everyone knows? The ninth lamp in a lighthouse stays dark, even in a storm. Keepers who light all nine find their logs rewritten by morning. A relief keeper checks the lamps before unpacking, however tired they are.
Where do people go when they die? Many coastal families weight their dead with brass and lower them into the deep channel called the Freedman’s Grave. The name does not settle whose dead belong there. A burial boat may carry people who would refuse to sit together in either court.
How do you apologize for a serious wrong? Compensation can be heard in the Maritime Court, where the judge takes a fee. A lighthouse hearing or a raja’s audience may recognize a different injury. Before offering silver, find out whether the wronged person wants their cargo replaced, their name cleared, or the official responsible made to attend.
What is the most important festival? The Burning of the Ledgers at the new year. Merchants bring their books to the lighthouse to be read before they are burned. People arrive early to challenge an entry while there is still something to point at; by evening the arguments have moved to the supper tables.
What is the secret that could destroy a powerful person? The Admiral’s blue beacon holds a bound Sidhi oracle. Evidence of who bound her, who has used her warnings, and who knew she remained there would matter in very different ways to the lighthouse courts and the Admiralty. Someone will have to get her testimony beyond the tower before either court can hear it.
Begin with a shipment that all three powers need and a person one of them refuses to recognize as free. Give each delegation someone able to negotiate and something they cannot concede without answering to people at home. The bound oracle is GM-facing knowledge; ordinary harbor business need not reveal her.
Key Demographic: Humans Capital City: Tamralipta
Tagline: Three powers, one coast, and a memory written in salt. The wrong spark will burn the whole shore.
Raja Govind (Native Hill Lord): “My grandfather watched the Kahfagians raise their first customs house on our beach. My father paid their tolls in sweat. I will see them drown in their own silence — or I will drown trying. The Sidhi are guests. The Admiralty are thieves. The Bronze Coast belongs to those who salt their own fish.”
Sidhi Freedman (Commoner): “My grandmother was born in Galanina. My mother was born in a slave ship. I was born in a lighthouse. The Admiralty calls me a subject. The Covenant calls me a freedman. But the rajas — they call me guest. And a guest who stays too long becomes a target.”
Genre / Mood: Mercantile noir, post-colonial pressure cooker, ghost-lit coast, three-way cold war.
Starting Location: A moonlit beach where three boats meet: a Kahfagian cutter, a Sidhi lighthouse skiff, and a Dhaharan spice dhow. A native pearl diver approaches you: “The Admiralty raised the salt tax again. The Sidhi say they will strike the ropeways. And my raja is sharpening his father’s sword. Pick a side — or the tide will pick for you.”
The Bronze Coast is Dhahara’s southern rim: a humid, feverish coastline of palm groves, salt pans, and crowded port cities. Three powers bleed into each other here, and none can draw a clean breath.
The Admiralty (Kahfagian) holds the warm-weather ports and the toll schedules. Their warships patrol the shipping lanes, and their magistrates judge by maritime law. They call it a “client province.” The locals call it a noose. The Admiralty is not evil — it is hungry. Its thalassocratic empire needs new markets, raw materials, and a captive shoreline to fuel its oligarchs’ ever-growing appetites. The Bronze Coast is a vein they intend to mine dry.
The Sidhi are a foreign diaspora — refugees from Galanina who fled the Ashaani slavers generations ago. They control the ropeways, the lighthouse courts, and the freedman’s seal. They are welcome nowhere and trusted less, but without them the spice trade stops. Their story is one of forced migration: driven from their homeland, they moved from place to place, unwelcome at every stop, until at last they reached this coast. Like the displaced of another age, they made a new life from salt water and stubborn memory. They resent the rajas for the cold shoulders and the whispers — “foreigners,” “drifters,” “they keep to themselves.” And they resent the Admiralty for trying to subjugate them all over again, trading chains of iron for chains of tolls. The Sidhi make the spice flow — and wherever flow is strong, hands reach to dam it.
The Native Dhaharan Rajas are the hill lords who have lived here since before the Admiralty’s first anchor. They grow the pepper, mine the iron, and salt the fish. They watch the coast from inland fortresses, and they remember when no foreign flag flew over their beaches. Some accept bribes. Some sharpen blades. All of them are waiting. They resent the Admiralty for the slow colonization — the tolls, the land seizures, the quiet erasure of their courts. But they also resent the Sidhi. Centuries have passed, yet the Sidhi remain “outsiders” in the rajas’ eyes — a people who keep to their own lighthouses, marry within their own circles, and speak a creole tongue that grates on the ear. The rajas envy the Sidhi’s quiet prosperity: the ropeways humming with trade, the seal that opens every port. They do not trust a people who have no homeland and yet have thrived. And that envy sharpens their knives.
The air smells of pepper, cinnamon, and the low tide of a thousand ships. Here, a man can buy anything — a ship, a spice lot, a freedman’s seal — and sell anything except his own shadow. But the price is never just silver. The Admiralty takes tolls. The Sidhi take stories. The rajas take blood.
What you notice first: The heat pressing down like a damp cloth. The way the sea is the same color as the sky, so the horizon disappears. The brass hooks on Sidhi belts, the brass scales on Admiralty desks, and the brass earrings in native chieftains’ ears — three metals, one coast.
The one rule that kills newcomers: Never board a ship that has a green lantern at the mast. It means the captain is under a death vow — and you are the payment. Also, never refuse a cup of palm wine offered by a raja’s envoy. It is a test of honor, and the hills have long memories.
The Bronze Coast is not a colony — it is a slow-burning argument. The Admiralty holds the ports, the Sidhi hold the ropeways, and the rajas hold the land. Each side believes the other two are temporary. Each side is wrong.
The Admiralty’s Powder Keg: The Kahfagian governor, Admiral Voss, rules from a whitewashed fort that was once a Sidhi stronghold. His marines drink coconut wine and mock the “lazy natives.” His clerks adjust tolls with the tide. But his ships are few, his garrison is underpaid, and the rajas have started hiring pirate dhows to intercept his grain convoys. The Admiralty needs new markets because its old ones are failing; the Bronze Coast is meant to be the solution. Instead, it has become a wound that will not close.
The Sidhi’s Fragile Web: The Sidhi run the ropeways, the lighthouse courts, and the freedman’s seal. They are the only neutral party — and neutrality is a knife edge. A Sidhi strike would collapse the spice trade. A Sidhi betrayal would hand the coast to the Admiralty. And the rajas whisper that the Sidhi are just another foreign master, trading one chain for another. The Sidhi do not forget the long road that brought them here — the forced marches, the closed gates, the children buried in unnamed graves. They will not be pushed again. But the rajas’ envy and the Admiralty’s hunger leave them few roads out.
The Rajas’ Slow Burn: The native Dhaharan hill lords speak a dozen dialects and worship a hundred spirits. They do not agree on much — except that the coast belongs to them. Some, like Raja Govind of the Kalinga foothills, play the Admiralty and the Sidhi against each other. Others, like the Veiled Queen of the Mangrove Delta, have already sent envoys to the Ashaani Breath-less. And in the smoky kitchens of every hill fort, young warriors sharpen their grandmother’s steel and wait for the sign. They resent the Admiralty’s tolls, yes — but they also resent the Sidhi’s quiet prosperity. “They do not marry our daughters,” a raja’s son might say. “They do not pray to our gods. They are strangers who have grown rich on our land.” That resentment is a fire the Admiralty fans when it suits them.
The green flame of the Sidhi lighthouses, the brass scales of the Admiralty, and the iron swords of the rajas — the Bronze Coast is a tripwire. Any spark could set it ablaze.
Use these timers to track the coast’s simmering tensions.
Admiralty Grip [6]: Ticks up when the party enforces Kahfagian tolls, sinks a pirate dhow, or exposes a Sidhi smuggler. At 4: Admiral Voss offers the party a Letter of Marque (legal piracy against rival powers). At 6: He declares martial law — all ports closed, all ships searched, all outsiders suspect.
Sidhi Ropeway Control [6]: Ticks up when the party helps a Sidhi lighthouse keeper, frees a Sidhi prisoner, or protects a Sidhi caravan. At 4: The Sidhi offer a Lighthouse Charter (safe harbor in any Sidhi port). At 6: They call a ropeway strike — trade halts, and every faction blames each other.
Raja’s Rebellion [8]: Ticks up when the party smuggles weapons to the hills, assassinates an Admiralty official, or reveals a Sidhi secret. At 4: A raja sends a secret envoy with a tiger’s claw (an invitation to an alliance). At 8: The hills rise — native war parties raid coastal towns, and the Admiralty responds with fire ships.
These timers are not mutually exclusive. A clever party might feed one to delay another — or light all three at once.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Admiral Voss | Kahfagian Governor | Extract every possible toll for the Admiralty | He keeps a record in his own blood; he says ink fades. |
| Syndic Olena | Port-master of Tamralipta (Sidhi) | Enforce the toll schedule — but protect her people | Her brass hook is also a stamp; the stamp leaves a scar. |
| Raja Govind | Native hill lord of the Kalinga foothills | Break the Admiralty’s monopoly — and the Sidhi’s influence | He has never seen the sea. He is afraid of it, but he will never admit that. |
| The Veiled Queen | Native ruler of the mangrove delta (matriarch) | Keep her people free by playing all sides against each other | She wears a mask of hammered silver; no one has seen her face in twenty years. |
| Captain Idris | Sidhi lighthouse commander | Keep the Bronze Coast free of Ashaani slavers — and his people alive | His left eye is a brass lens; he can read the stars even in fog. |
| Shipwright Dara | Builder of freedmen’s boats (Sidhi) | Launch one new vessel each year for escaped slaves | She names each boat after a dead family member. The names are never painted — only carved. |
| The Black Bishop | Covenant Maritime Judge | Enforce the law — but his conscience is a rusty nail | He wears a ring made from a freed slaver’s ship nail. The nail still has rust on it. |
| Rani Kumar (Young Firebrand) | Raja Govind’s daughter, leader of the hill youth | Drive the foreigners into the sea — by any means | She has a tattoo of a coiled tiger on her right arm. It moves when she is angry. |
Native Dhaharan names dominate (regional dialects). Sidhi names (Levantine/coastal) are marked with an asterisk. Kahfagian names are rare among locals.
| First Names (Male) | First Names (Female) | Surname/Clan | Epithets |
|---|---|---|---|
| Govind | Olena* | Pallava | the Brass-Fingered |
| Kannan | Dara* | Chettiar | Coin-Counter |
| Muthu | Mangai | Saliya | the Tide-Reader |
| Rajendran | Ilavarasi | Pattinam | Lighthouse Born* |
| Senthil | Kalyani | Mudaliar | Shark-Tooth |
| Anjali* | Kumar (surname) | Vellalar | the Unbent |
Tamralipta harbor (a forest of masts); Raja Govind’s hill fort (laterite stone, painted with tigers); Sidhi lighthouse with a brass mirror and green flame.
Native sites are marked with †; Sidhi sites with *; Admiralty sites with .
Tamralipta Harbor* — A forest of masts; the
smell of tar and spices. The harbor is a maze of floating houses.
The residents are all Sidhi. They never touch the shore — but they pay
tolls to the Admiralty. [TRADE]
Pepper Warehouse (Native-owned)† — A long
building with slatted walls; the air is sharp. The workers are
freedmen earning passage for their families. Their eyes are red from
pepper dust. They never blink. The owner is a raja’s cousin.
[LABOR]
Lighthouse of the Brass Flame* — A stone tower
with a copper mirror. The light is green. It shows the faces of the
drowned. The keeper knows their names — and some of them are still
walking. [JUSTICE]
Salt Pan of the Silent Widows† — A flat expanse
of white crust; women in black work the rakes. The women are all
widows; their husbands were lost at sea — to storms, to slavers, to
Admiralty press gangs. The salt is bitter. They sell it to
remember. [COMMUNITY]
Kahfagian Admiralty House — A white building
with a veranda; a flag with a lantern. The flag is lowered at
sunset. The Admiral is drunk by dawn. The clerks are sober — and
watching. Native servants spit in the coffee.
[AUTHORITY]
Sidhi Court of the Lighthouse* — A circular
chamber with a brass scale. The judge is blind; she hears truth in
the echo of a coin. The coin is never returned. The rajas send
observers, but they never speak. [JUSTICE]
Palm Grove of the Elephants† — A grove where
temple elephants are bathed. The elephants are painted with
turmeric. The paint is a prayer for safe passage — and for the
foreigners to leave. [RITUAL]
Coral Reef of the Sunken Ship (Neutral) — A reef
just offshore; a mast breaks the surface. The ship was a slaver; the
slaves escaped. They live in the reef now. They trade salvage for
silence — and they remember which raja helped them.
[LEGEND]
Pepper Auction Floor (Native-owned)† — A crowded
hall; voices bid in claps. The auctioneer has a hammer of whalebone.
It cracks when he lies. The cracks are getting louder. The Admiralty’s
toll agents sit in a raised gallery. [TRADE]
The Green Lantern Tavern (Sidhi)* — A low
building with a green lantern. The lantern is never lit. The owner
says it would attract the wrong kind of dead. The right kind drink here
for free — and they remember every whispered plot.
[SOCIAL]
The Shipbreaker’s Yard (Admiralty-licensed) — A
beach where old ships are dismantled. The workers are convicts; they
wear chains that drag in the sand. They earn one link off each season.
The chains are paid for by the rajas’ taxes.
[LABOR]
The Admiral’s Palace (Former Sidhi Fort) — A
former Sidhi fort, now occupied by Kahfagian officers. The flag is
flown upside down. The Admiral does not know the difference. The Sidhi
do. They count the days. The rajas count the cannons.
[AUTHORITY]
The Undercliff (Smuggler’s Cove,
native-controlled)† — A smuggler’s cove accessible only at low
tide. The entrance is a cave; the cave leads to a hidden harbor. The
harbor is a city of thieves — and a union of freedmen. The rajas’ tax
collectors meet here to plan. [LEGEND]
Rani Kumar (Native Firebrand)† — Raja Govind’s
daughter, with a tiger coiled on her arm. “My father negotiates. I
sharpen swords. The Admiralty will leave — or they will be buried here.
There is no third way.” [POLITICS]
[REBELLION]
Sidhi Lighthouse Keeper* — Blind in one eye;
carries a brass telescope. He can see the future through the lens.
“Only the futures that end at sea,” he says. “The rest are private.
I sell them to captains who need to avoid them — and to rajas who need
to know when to strike.” [JUSTICE]
Kahfagian Port-Master (Syndic Olena) — A thin
woman with a brass hook for a hand. The hook is a stamp. She stamps
every toll receipt. The stamp leaves a scar. She says it builds
character. The scarred merchants say it builds grudges.
[AUTHORITY]
Pepper Factor (Native)† — A thin woman with
red-stained fingers and a black tongue. She is the raja’s eyes in the
market. She can tell the quality of pepper by taste. She has never
been wrong. She has also never been paid on time — by the
Admiralty. [TRADE] [SPY]
Shipwright Dara (Sidhi)* — A woman with a hammer
and a jar of brass nails. She builds boats for freed slaves. Each
boat is named after a dead family member. The names are never painted —
only carved. The wood remembers. So do the rajas, who buy her boats for
their own smugglers. [COMMUNITY]
Admiral Voss — A gray-haired man with a glass
eye. The glass eye is from a defeated pirate. The pirate still
watches through it. Voss does not sleep well. The eye weeps salt water.
He dreams of the rajas’ torches. [AUTHORITY]
Raja Govind (Inland Hill Lord)† — A young man in
silk, come to the coast to sell iron. He has never seen the sea. He
is afraid of it. He refuses to step on a boat. He negotiates from the
shore, shouting through a brass horn. His daughter mocks him — but she
will not leave his side. [POLITICS]
[TRAGEDY]
The Veiled Queen (Mangrove Delta)† — A woman in
a silver mask, ruler of the southern marshes. “I have spoken to the
Admiralty’s spy, the Sidhi’s whisperer, and the Ashaani’s shadow. All of
them will pay for my people’s freedom — or I will drown them all in the
delta. The mask is not to hide my face. It is to hide my smile.”
[MYSTERY] [MASTERMIND]
Smuggler Captain (Neutral, works for highest
bidder) — A woman with a parrot on her shoulder, a curved knife
on her belt. The parrot is her navigator; it knows the reefs by
sound. The parrot is blind. It has never been wrong. Her loyalty is to
the cargo’s weight, not any flag. [STEALTH]
The Black Bishop (Covenant Maritime Judge) — A
judge who rules on maritime disputes. He wears a ring made from a ship’s
nail. The ship was the first slaver he freed. The nail still has
rust on it. He calls it his conscience. The Admiralty calls him a fool.
The rajas call him a useful idiot. [JUSTICE]
The Green Lantern’s Owner (Sidhi widow)* — A
woman with no shadow. She sold her shadow for the tavern. The shadow
now serves drinks. The customers do not notice. The shadow remembers
every secret — and whispers them to the highest bidder.
[MYSTERY]
The Sea King of Kalinga (Pirate Lord, hired by
rajas)† — A pirate lord with a fleet of painted dhows. He
has nine wives; each is from a different kingdom. The ninth is a spy. He
knows. He keeps her for the gossip — and because she is the only one who
knows the delta’s secret channels. [AUTHORITY]
[PIRATE]
The First Freedman (Legend, Sidhi)* — A slave
who bought his freedom with a story. He now sits at the bottom of the
Ninth Well. If you tell him a true story, he will tell you the
location of a hidden lighthouse. The lighthouse is not on any map. It is
where the rajas and the Sidhi first swore a secret pact.
[LEGEND]
Pepper Dust Fire (Warehouse)† — A spark ignites
a native-owned warehouse; the air is flammable. [DISASTER]
The workers are trapped. Save them or save the cargo. The fire was
set by an Admiralty agent to frame the Sidhi. The rajas are
watching.
Admiralty Press Gang — Kahfagian marines grab
bystanders for the fleet. [AUTHORITY] [COMBAT]
The marines are drunk. They do not recognize rank. One of the
bystanders is a raja’s son in disguise. The hills will demand blood if
he is taken.
Green Lantern Lit (Sidhi Tavern)* — Someone
lights the forbidden lantern. The dead come. [DEATH]
[FEAR] They are looking for the person who killed them.
That person is a native tax collector who sold out his village. The
crowd will tear him apart — or protect him. Choose.
Shipbreaker’s Curse (Admiralty Yard) — A cursed
ship in the yard breaks its chains. It wants a new victim — a ship’s
captain. [DEATH] [COMBAT] The captain is
an Admiralty loyalist. The ship was a slaver that carried native
prisoners. The ghosts want his blood. Do you help him or let them take
him?
Toll Increase (Admiralty Decree) — The
port-master doubles duties on all goods. The increase is a bribe.
[AUTHORITY] [WEIGHT] The bribe is to the
Black Bishop. The Bishop has already accepted. Your protest is treason.
The native merchants are watching to see which side you
choose.
Coral Reef Piracy (Native-hired)† — Pirates hide
behind the reef; they attack at dusk. [COMBAT]
[STEALTH] The pirates are hired by a raja to disrupt
Admiralty supply ships. They will not harm Sidhi vessels — but they
cannot always tell the difference.
Elephant Rampage (Native Temple)† — A temple
elephant breaks free and runs through the market.
[DISASTER] It is looking for its mahout, who was
arrested by the Admiralty for smuggling. The mahout is innocent. The
elephant will not hurt children. Admiralty marines are another
matter.
Smuggler’s Betrayal (Neutral) — A smuggler
captain sells the party to the Admiralty. [SOCIAL]
[TRAP] The betrayal was a test. The captain wants to
see if you can escape. If you do, you are worthy of trust — and the
rajas will contact you.
Sea King’s Tax (Pirate Blockade, hired by
rajas)† — A Kalingan pirate fleet blockades the harbor. The tax
is one ship. [AUTHORITY] [COMBAT] Choose
which ship to give up. The Sea King will remember your choice. The crew
will remember longer. The rajas are testing your loyalty.
Drowned Priest’s Demand (Neutral) — The ghost
appears during the day. He asks for a name. [DEATH]
[SOCIAL] The name must be someone who owes a death — a
slaver, a corrupt customs officer, a raja who sold his own people. If
you cannot give one, he takes yours.
Black Bishop’s Verdict (False) — The judge
declares the party’s cargo forfeit. The verdict is false.
[JUSTICE] [TRAP] The bishop is bribed. The
briber is the Admiralty. Prove it, or lose everything. The real verdict
is written in disappearing ink. The rajas’ spies are in the
gallery.
Sea King’s Ninth Wife (Spy, works for the Veiled
Queen)† — The spy reveals herself. She offers a deal: the Sea
King’s treasure for safe passage. [POLITICS]
[MAGIC] The treasure is a curse. The curse is a
fragment of the Kalrantha amulet. The amulet whispers in your sleep. It
tells you which faction will betray you first.
Undercliff Collapse (Smuggler’s Cove)† — A
rockslide seals the smugglers’ cove. Inside are the party and a monster.
[DEATH] [TRAP] The monster is a
salt-crocodile. It is blind. It hunts by sound. The walls are listening
— and so are the rajas’ spies, who will arrive at dawn to see who
survived.
Lighthouse Charter (Sidhi)* — The right to
anchor in any Sidhi port without inspection. [TRAVEL]
The key fits a lock on a sea-chest, not a harbor gate. The chest
contains a map of smuggler’s coves — and the names of rajas who pay
protection.
Lighthouse Keeper’s Lens (Sidhi)* — Look through
it to see the nearest slaver ship. [JUSTICE] The lens
also shows the faces of the slaves on board. They look back. They do not
blink. It also shows the brand on the slaver’s captain — and which raja
sold them.
Freedman’s Seal (Sidhi)* — Proof of
emancipation. Glows when a slaver ship is near. [SOCIAL]
It also glows when a Black Hand agent is near — and when a native
informer is in the room. Trust the glow. It has never been
wrong.
Pepper Merchant’s Seal (Native)† — A wax seal
from a dead factor. Present it to sell pepper at double price.
[TRADE] The factor’s ghost haunts the warehouse. He
will ask for a story. The story must be about a bad deal — preferably
one that cheated the Admiralty.
Salt Widow’s Blessing (Native)† — A bag of
bitter salt. Throw it into the sea to calm a storm.
[WEATHER] The salt is from the widows’ pans. They have
blessed it with their tears. The storm will pause for one hour — long
enough for a raja’s fleet to escape.
Admiral’s Pardon (Kahfagian) — A signed
document. Cancels one crime on the Bronze Coast.
[AUTHORITY] The Admiral signs with a glass eye. The
signature is a lie. The pardon still works — but the eye watches you
afterwards. It reports to the Admiralty’s spymaster.
Sidhi Court Ruling (Sidhi)* — A written
judgment. Win any maritime dispute in a Sidhi court.
[JUSTICE] The ruling is valid only if witnessed by a
lighthouse keeper. The keeper is Idris. He will witness for a story —
and the story will reach the rajas within a day.
Elephant’s Tooth (Native)† — A tusk from a
temple elephant. Present it to any temple for shelter.
[SOCIAL] The elephant was executed for killing an
Admiralty tax collector. The temple will not refuse. They will also not
ask questions. They will offer you a cup of palm wine — and a message
from the Veiled Queen.
Shipbreaker’s Hook (Admiralty) — The hook of a
dead shipbreaker. Use it to command the cursed ship in the yard.
[MAGIC] The ship will obey one command — then it will
try to drown you. The hook is warm. It remembers its owner’s last words:
“Burn the toll ledgers.”
Smuggler’s Map (Neutral) — A chart of hidden
coves, tattooed on a dead sailor’s back. [TRAVEL] The
skin is preserved in salt water. It must be kept wet or the map fades.
The sailor’s ghost will guide you — for a fee. The fee is a promise to
avenge him against the Admiralty.
Sea King’s Pardon (Native-hired)† — A flag of
truce. Fly it to pass Kalingan waters unharmed. [TRAVEL]
The flag is a shirt. The shirt belonged to a dead pirate — a native
hero who fought the Admiralty. He may want it back. He will ask
politely. If you refuse, the rajas will remember.
Green Lantern’s Flame (Sidhi)* — A small lantern
that burns green. Light it to summon the dead. [DEATH]
They will answer one question. Then they will ask one. The question
is never easy. The answer is never free — but the dead know which
faction is lying.
Black Bishop’s Ring (Covenant) — Wear it to be
immune to Admiralty arrest in Sidhi ports. [JUSTICE]
The nail is from a freed slaver. The slaves’ ghosts protect you.
They also watch. They judge. They remember. If you betray the rajas, the
ring will grow cold — and the ghosts will abandon you.
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = leverage. Highest rank sets the main Timer (2–5 4, 6–10 6, J/Q/K 8, A 10).
Diamonds are codified outcomes (charters, lenses, seals) that change position rather than call for a roll.
If any A appears, echo coast-omens—green flames that burn blue, salt that tastes sweet, a drowned face in a still puddle, a tiger’s roar from the hills.
When a Club is drawn, tick one of the three faction timers (Admiralty Grip, Sidhi Ropeway Control, or Raja’s Rebellion) based on the nature of the complication.
The Three Faction Timers (see above). These are the campaign’s pressure gauge. Use them to determine which faction acts first when the party dithers.
The Sidhi Diaspora Network: Sidhi characters gain +1 die on social rolls with other Sidhi, but –1 die on social rolls with Admiralty officials. With native rajas, they are neutral (no modifier) — but the rajas will always treat them as “guests,” never as allies.
Native Hill Networks: Native characters gain +1 die on social rolls with rajas and hill folk, but –1 die on social rolls with Admiralty officials. With Sidhi, they are cautious (no modifier) — the Sidhi are useful, but they are still foreigners.
The Toll Timer [6] (renamed Admiralty Grip). Already covered above.
Green Flame Justice: Sidhi lighthouse courts operate on the principle of “witnessed truth.” Any party member may request a green flame judgment instead of a conventional trial. Roll Presence + Lore (DV 4). On success, the judge rules in your favor; on a miss, the green flame shows a hidden crime you committed — and the penalty is doubled. However, if the crime was committed against a native, the rajas will learn of it.
Ropeway Leverage: The ropeways are the arteries of the coast. A character who controls a ropeway (by owning a share, bribing a foreman, or holding a Sidhi charter) may impose a “ropeway toll” on any cargo moving through that district: +1 Supply to the party or –1 Supply to a rival. Using this leverage ticks the Sidhi Ropeway Control timer by 1.
Native Smuggling Routes: A character with a native contact (e.g., a pepper factor or a salt widow) can use native smuggling routes to move goods without Admiralty inspection. This ticks the Raja’s Rebellion timer by 1 but also ticks the Admiralty Grip timer by 1 if discovered.
Local Patrons (Syncretic Names):
The Green Keeper — The Witness. The flame that shows the truth, even when it burns — especially when it burns a foreigner’s lie.
The Hook — Maelstraeus. The price of a second chance; the weight on a freedman’s soul. The rajas say the Hook is Admiralty silver.
The Tide Father — Khemesh. The pressure beneath the keel; the toll that the sea collects. The widows say he is a native god, stolen by the Sidhi.
The Lantern Bearer — The Traveler. The light that guides lost ships — and lost rebellions. The Veiled Queen invokes him before every raid.
Sidhi Freedmen and the Breath-less (Ashaan): The Sidhi of the Bronze Coast have family who were taken as slaves to Ashan. A freedman’s seal can be used to smuggle a Breath-less agent out of Galanina. Captain Idris has done this nine times. The tenth may be his last — and the rajas are watching to see if the Sidhi are still loyal to their own.
Spice Trade and the Fhara (Way of Silk): Pepper from the Bronze Coast is a major commodity on the Fhara caravan routes. A Fhara well-judge may accept a Sidhi lighthouse charter as proof of credit. The charter must be witnessed by a living flame. The rajas have begun forging their own charters — and the Fhara cannot tell the difference.
The Undercliff and the Kalrantha Amulet (Dhahara): The smuggler’s cove is a known transit point for artifacts stolen from the Himadri temple. The Sea King’s ninth wife claims to have seen the amulet pass through. She also claims the amulet spoke to her. It asked for a drink of water. The Veiled Queen believes the amulet is the key to driving out the Admiralty — but only if she can control it.
The Drowned Priest and the Hollow (Eastern Realms): The ghost who walks the shore at low tide is said to be a Oath-Keeper who lost his way. Aelaerem leave offerings of salt to keep him from following them home. The salt must be from the pans of the Silent Widows. Any other salt will attract him — and the rajas have started using him as a weapon, luring him toward Admiralty patrols.
The Green Flame and the Dreamer (Ikasha): The Sidhi lighthouse lamps burn green — the color of a promise kept, a debt paid, a memory not yet drowned. Some Breath-less agents whisper that the first green flame was lit from a coal stolen from the Dreamer’s brazier, before Ikasha was sealed. The Sidhi do not confirm this. They do not deny it. They only tend the flame and ask no questions.
The Serpent’s Judgment (Isoka) at the Freedman’s Seal: When a Sidhi freedman receives their brass seal, they are made to cut a thread in the presence of a lighthouse keeper. The thread represents the slaver’s claim. If the cut is clean, the freedman is declared unbound. If the thread frays, the keeper demands a name — the name of the slaver who still holds a memory of them. This ritual is older than the Covenant. Some say it was taught by the Serpent herself, before she turned away from Ashaan.
The Raven’s Shadow on the Ropeways: At low tide, when the brass lanterns gutter, a shadow sometimes passes over the ropeways — a shadow with the shape of a bird, though no bird flies at night. The Sidhi workers touch their freedman’s seals and whisper a single word: “Remember.” They do not say whose shadow it is. The Bronze Coast rajas say it is Ikasha’s dream, still looking for a shore. The Admiralty calls it a trick of the light. The Sidhi know better.
Bread to the Tide: Toss a crust into the harbor.
Ignore the first Pepper Dust Fire penalty.
[SUPERSTITION]
Knot the Anchor Chain: Tie a sailor’s knot in a
mooring rope. Cancel Admiralty Press Gang or take –1 die on
your next escape roll (your choice).
[SUPERSTITION]
Name to the Lighthouse: Whisper a dead captain’s
name into the green flame. Gain +1 Effect when smuggling this scene, but
mark Obligation to the Sidhi — and the rajas will learn the
name. [SUPERSTITION]
Tiger’s Whistle: Whistle three times toward the
hills before a deal. If a tiger answers, the deal is honest. If silent,
the other party is lying. (GM spends 1 SB to have a tiger answer falsely
once per session.) [SUPERSTITION]
Exposure: Your actions draw unwanted attention from Admiralty customs, Sidhi ropemen, or a raja’s spy.
Noise: Sounds of your actions alert nearby warehouse guards, lighthouse keepers, or hill lookouts.
Trace: Evidence of your passage marks your route for smugglers, the Black Bishop’s agents, or a tiger.
Delay: A brief but meaningful setback costs you time or favorable tide.
Supply Strain: Mark +1 segment on a relevant resource timer.
Alarm Raised: Admiralty marines, Sidhi enforcers, or a raja’s war party becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to green flash, rising tide, or a dust storm from the hills.
Foe Appears: An Admiralty press gang, a Sidhi claim-keeper, or a native elephant arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional Admiralty cutters, Sidhi ropemen, or hill warriors arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes—toll increase declared / green lantern lit / raja’s rebellion begins early.
Rail Tick: Advance a relevant campaign/front timer by 1 segment (Admiralty Grip, Sidhi Ropeway Control, or Raja’s Rebellion).
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: Admiral Voss, the Veiled Queen, or the Black Bishop intervenes.
Scene Shift: The environment changes dramatically—harbor catches fire / lighthouse collapses / hill fort’s beacon is lit.
Patron Omen: Divine/arcane forces take notice—omen appears / blessing lost / curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives — often by revealing that a faction has already made a secret pact.
Bronze Coast (Toll Law): Scales tip without weight, schedules rewrite themselves, a port-master’s hook stamps a nullity — and a raja’s dagger appears on the counter.
Bronze Coast (Lighthouse Law): Green flame flickers, salt crystals form on skin, a drowned face appears in a puddle — and a hill lookout’s horn sounds twice.
Bronze Coast (Smuggler’s Law): Ropeways hum with whispers, a parrot speaks a secret, a hidden cove appears on no map — and a tiger’s shadow crosses the moon.
Advance/Withdraw (Wits + Sail): On a hit, shift one band. On a strong hit, also impose Green Flash (the lighthouse blinds pursuers).
Cut the Toll (Presence + Sway): On a hit, freeze range for one exchange; if a lighthouse charter is in your possession, +1 die.
Weather the Raid (Endurance + Spirit): On a hit in Admiralty Press Gang, you pick who is taken; on a miss, the GM does — and the rajas will remember who you abandoned.
The Hook-Master (Admiralty Spymaster) — Phases: Toll Forgeries Orchestrated Strike Port Coup. Cracks: recover a true stamp, expose a forged schedule, survive a night in a lighthouse — or turn a raja against him.
The Drowned Admiral (Ghost Fleet, Sidhi legend)* — Phases: Lost Ships Called Home Procession of Empty Lanterns Tide-Baptism of a Factor. Cracks: relic green flame, survivor testimony, the lighthouse keeper’s lens turning clear — and a native prayer spoken over the drowned.
The Veiled Queen’s Ascension (Native Rebellion)† — Phases: Whisper in the Mangroves The Tiger’s Claw The Burning of the Schedules. Cracks: unmask her face (revealing a childhood scar), expose her alliance with the Ashaani, or convince her that freedom requires mercy, not just blood.
On the Bronze Coast, power flows through tolls, ropeways, and the loyalty of the hill folk. The Admiralty holds the ports, the Sidhi hold the ropes, and the rajas hold the land. No single faction can win — but any faction can light the fuse.
For the GM: Use the three faction timers as your campaign’s heartbeat. Every session, tick at least one timer based on the party’s actions (or inaction). Let the players see the powder keg growing. When a timer fills, something explodes — a rebellion, a strike, a massacre. The party’s job is not to prevent the explosion — it’s to survive it and choose who rises from the ashes.
Native Focus: The rajas are not victims — they are players. They have their own spies, their own fleets (via the Sea King), and their own magical traditions (tiger spirits, salt widows, elephant oracles). Whenever the party interacts with the Bronze Coast, ask: “How would a native see this?” The Sidhi are refugees; the Admiralty are occupiers. The rajas are the hosts — and they are tired of guests.
The Peacock Throne and Its Rivals.
“The court asks whether the monsoon will come. I ask whether the dancers have eaten. They consider my question beneath the occasion. Then they ask me theirs again.”
— Temple Dancer Mira, who has stopped three droughts and started none
Between the northern Himdal Aeler country and the southern Bronze Coast, Dhahara’s rivers divide fertile lowlands among eight present kingdoms. The traditional ninth is missing; no court can supply an agreed road to it. The Peacock Throne of Ahimsa claims precedence. Other rulers dispute what that precedence permits, usually at considerable length and with an ancestor ready to support them. A boundary stone that stands above the water in the dry season may be under another village’s landing stage after the rains.
Genealogies matter because they establish who may inherit, marry, grant land, or speak at the renewal of the Nine-Kingdom Pact. So do the people who make those claims workable. A mahout knows whether an elephant will take a ford. A dancer knows which part of a rite a visiting minister has omitted. Farmers can tell two courts precisely where the water went after their last agreement.
The Covenant maintains houses in the sacred cities. Aeler interests reach down from the iron passes, and Sidhi traders travel upriver from the coast. None arrives in an empty country. Temple households and rival dynasties have their own allies, their own disputes, and reasons to take an outsider’s offer seriously without accepting its account of the world.
At a pact renewal, a place is prepared for a delegation nobody can identify to everyone’s satisfaction. Ask which kingdom is missing and receive an answer; ask at the next court and receive another. The meal is still prepared. A messenger carrying an old invitation can delay proceedings longer than an army at the border.
Court courtesy: do not praise a king’s elephant to the king. Compliment the mahout instead. The difference matters to both of them, and the mahout may be the person whose help you need tomorrow.
What do people eat for breakfast? Rice porridge with mango pickle. At court, the rice comes from royal stores; in a river village, a family knows which field supplied it and whether that field will be flooded again before planting. The same meal produces different opinions about the harvest levy.
What does a child learn before they can walk? The household’s genealogy, recited by relatives who correct one another. Noble children learn the version they will need in public. The older relatives remember marriages that the public version passes over quickly.
What is the first thing you notice about a stranger? Their caste mark, followed by who is willing to introduce them. Standing affects where a visitor sits and whose testimony the court hears first. Someone can know exactly what happened and spend the morning finding a person entitled to say it aloud.
What is the most common crime? Concealing a portion of a harvest from the collectors. The dispute is rarely about whether grain exists. It is about which ruler may take it, which flood allowance was promised, and whether the official standing in the yard recognizes the previous official’s promise.
What does no one talk about but everyone knows? Petitions go into the Maharaja’s rooms and instructions come out through ministers. People notice whose wording appears in the replies. A courtier can lose their place by asking for an audience at the wrong moment without ever making an accusation.
Where do people go when they die? Many families bring their dead to the river ghats for cremation. The place, the officiant, and the relatives admitted to the rite all carry consequences for the living. An excluded daughter may care more about standing beside the pyre than about the inheritance being discussed elsewhere.
How do you apologize for a serious wrong? A temple performance makes the apology public. The priest receives it, but the injured household also has to live with what follows. Paying for a dance while refusing to restore someone’s land can turn an attempted reconciliation into the next dispute.
What is the most important festival? The Coronation of the Monsoon. The court offers a golden elephant to the rain clouds, and the dancers perform before people whose planting depends on the season. The ninth offering is hollow. The old account says it contains a dead king’s ashes; those who carry it do not shake it to find out.
What is the secret that could destroy a powerful person? A royal genealogy has been altered. The useful evidence may be held by a temple, a marriage witness, or the household the alteration displaced. Publication can unseat a claimant and also invalidate agreements that keep villages supplied. Establish who benefits from telling the truth now.
The Maharaja has been dead for seven years. Nine courtier-ministers conceal the death and govern in his name. Preserve that established secret, but let characters discover its practical traces before they receive an explanation. The missing kingdom is a separate question; proving a concealed death does not explain an empty place at every court.
Open at the pact renewal: Vajrapur has submitted a forged genealogy, Mahishmati has refused to attend, and a messenger presents an invitation no one admits sending. Tie the negotiations to where grain will go and which route will stay open. A workable agreement can matter even when the party cannot settle every claim to the throne.
Key Demographics: Humans Capital City: Chaunagar
Tagline: The elephant remembers every path. The mountain counts every breath. The peacock watches the ninth throne.
Maharaja Suryavarman (Elite): “The Peacock Throne is not a seat. It is a promise made by the first sun king: that the nine kingdoms would remain nine, never one, never fewer. I do not rule. I hold the pattern. A peacock’s tail has nine eyes. Each eye watches a different kingdom. When one closes, the throne weeps.”
Viceroy Thrain (Aeler Elite): “The passes do not care for your lineage or your gods. They care for iron, tea, and the heft of a sworn oath. Aeler and Dhaharan have bled into the same stone here. The mountain accepts both.”
Elephant Mahout (Commoner): “My grandfather drove elephants for the Sun Kings. My father drove them for the Aeler. I drive them for the Viceroy. The elephants do not care who holds the howdah. They remember the old songs—the ones about the ninth kingdom that never was.”
Genre / Mood: Elephant warfare, monsoon ritual, honor as ancestral dharma, high-altitude survival horror, industrial colonialism.
Starting Location: The Peacock Throne Hall in Ahimsa, where a golden peacock with ruby eyes watches the court. The Maharaja’s chamberlain approaches: “The Maharaja wishes to renew the Nine-Kingdom Pact. But the King of Vajrapur has sent a forged genealogy. The Queen of Mahishmati has refused to attend. And the ninth kingdom—the one that is always missing—has sent a messenger. The messenger is a ghost. Meanwhile, Viceroy Thrain has sent a breath-counter and a demand: the iron due must be met. Speak carefully. The peacock is watching.”
Between the high passes of the Aeler viceroyalty and the Brass Coast lies a fertile, contested lowland: the land of the Nine Kingdoms, the heart of Dhahara. Here, ancient dynasties still claim descent from the sun, and the Peacock Throne of Ahimsa casts its shadow over half a dozen rival courts. Rivers are borders; elephants are war machines; every harvest is a negotiation between kings who have never met but whose grandfathers swore blood oaths.
North, in the high passes, the Aeler viceroys rule on behalf of the distant High King. Here, the air is thin and cold, the rivers run white with snowmelt, and the passes are measured in breath-counts rather than miles. Iron mines scar the hillsides, worked by Dhaharan laborers and overseen by Aeler engineers. The Aeler have established a viceroyalty here—not conquest, but a long lease, renewed every nine years.
But both north and south share a common truth: the number “nine” is a wound—and a promise. There have never been nine kingdoms. The number is a ritual, a prayer that the Hollow will not notice that one of the nine is always missing. That missing kingdom changes. Sometimes it is a real kingdom that fell to plague or war; sometimes it is a kingdom that never was, a placeholder kept empty to satisfy the silence.
What you notice first: The smell of jasmine and dust, and the ringing of iron hammers. The way every crossroads has a painted stone—a boundary marker, a warning, a prayer. The constant murmur of bazaars where haggling is a form of theater. The silence after a bell rings in the mountains—the silence is for the mountain to answer.
The one rule that kills newcomers: Never count your breaths aloud in a mine. The mountain listens, and if it hears you reach the ninth, it will take one—a breath, a memory, a shadow. In the lowlands, never praise a king’s elephant. The elephant is sacred; your praise will be taken as an insult to the king’s own mount. Compliment the mahout.
Power here is measured in river rights, elephant herds, the thickness of a dynasty’s archive, and the number of breaths a miner can hold. In the lowlands, a king’s authority rests on how many generations back to the sun—but also on how many of those generations kept their promises. The Peacock Throne of Ahimsa is the nominal center, but the other eight kings vie for influence, and the pattern shifts with every monsoon.
And somewhere, in the gap between the eighth and the ninth—between the eighth breath and the ninth breath, between the eighth throne and the ninth throne—the Hollow waits to ask what the missing kingdom promised.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Maharaja Suryavarman | King of Ahimsa (Peacock Throne) | Unite the nine under his dynasty | His pet peacock follows him; its cry is a warning of assassination attempts. |
| Viceroy Thrain | Aeler governor of the Iron Passes | Maximize ore output for the High King | He wears a bell around his neck; it rings when he lies. |
| Rani Chandravati | Queen of Vajrapur (Iron Kingdom) | Protect the iron mines from Aeler encroachment | She wears a bracelet of dwarf teeth—each tooth is from an engineer she outwitted. |
| King Bhim | Buffalo King of Mahishmati | Expand his pastoral kingdom into Anga | He has never lost a buffalo race; his buffalo is named “Conqueror.” |
| Covenant High Judge Vasu | Head of the Kosala sacred circuit | Enforce contract law across the nine kingdoms | He carries a scale that never balances; he says justice is never equal, only meted. |
| Temple Dancer Mira | Devadasi of the Peacock Throne | Keep the peace through ritual | Her dance is said to bring rain; she has stopped three droughts. She dreams of the missing ninth. |
| Mine-Captain Korr | Aeler engineer in the high passes | Keep the tunnels safe and the quotas met | He counts his breaths in eights; he has never reached nine. |
| Rani Jaya | Local raja of the eastern hills (high passes) | Balance tribute to Aeler with loyalty to her clan | She lost an arm to a mine collapse; the prosthetic is a pickaxe. |
| The Ninth King’s Herald (Ghost) | A translucent messenger who appears at every succession crisis | Remind the living that the missing kingdom still has a vote | It speaks in the voice of the last king of the lost ninth. That voice changes each time. |
Sanskrit and Prakrit roots, with honorifics (Rao, Singh, Deva, Bai). In the high passes, Aeler clan names and Dhaharan hill titles mix. Surnames often denote clan, profession, or a specific mine. A character’s full name includes an honor-syllable (-rinn, -datt, -hrin), spoken only when swearing oaths.
| First Names (Male) | First Names (Female) | Clan/Surname | Epithets |
|---|---|---|---|
| Surya | Chandravati | Somavamsi | the Peacock |
| Bhim | Mira | Kalachuri | Iron-Fisted |
| Vasu | Ganga | Yadava | Buffalo-Loyal |
| Rajendra | Lakshmi | Gupta | the Coin-Eater |
| Krishna | Durga | Pala | the Learned |
| Karna | Jaya | Malla | the Unseen |
| Thrain | Jaya | Ironfoot | the Bell-Breaker |
| Korr | Gaura | Stonehand | Breath-Counter |
Hall of the Peacock Throne, Iron Gate Market, Buffalo Race Track, Sacred City of Sravasti, Anga Fort, Western Port of Surashtra, Rajagriha Ruins, Elephant Stables of Ahimsa, Well of the Nine Kings, Forgotten Throne of Kalinga, Silent Court of Kosala, Peacock Gardens, Whispering Pass, Nine Kings’ Tomb.
Iron Mine of the Crying Face, Aeler Toll Bridge, Viceroy’s Hall, Elephant Corral (Mountain), Silent Pass, Mine of the Ninth Seal, Tea Terraces (Aeler-Dhaharan), Dwarf Tally-Hall, Raja’s Fort (Hill), Bridge of Nine Echoes, Abandoned Smelter, Viceroy’s Archive, First Lease Stone.
Peacock Throne Hall — A vast chamber with pillars of carved marble; the throne is a peacock of gold and lapis lazuli. ‘[AUTHORITY]‘ The peacock’s eyes are rubies. They follow anyone who approaches the throne. The ninth eye is missing—it fell out during the last succession war and was never replaced.
Iron Gate Market (Vajrapur) — A bazaar outside the fortress; the smell of iron dust and spices. ‘[TRADE]‘ One slave collar is always empty—reserved for the ghost of the missing ninth kingdom.
Buffalo Race Track (Mahishmati) — A dusty oval; the betting is fierce. ‘[SPORT]‘ The skeleton of an undefeated buffalo is on display. It sometimes snorts. When it does, a promise is about to be claimed.
Sacred City of Sravasti (Kosala) — A walled city with a thousand temples; the Covenant courthouse is here. ‘[JUSTICE]‘ The city has no bells. The Covenant forbids them. The ninth temple has no door.
Well of the Nine Kings — A deep stepwell with nine landings; each landing has a statue of a different king. ‘[MYSTERY]‘ The ninth landing shows only a reflection of the viewer—the missing king is always you.
Nine Kings’ Tomb — A subterranean complex where the founders of each dynasty are buried. ‘[DEATH]‘ ‘[LEGEND]‘ The ninth sarcophagus is empty. It waits.
Iron Mine of the Crying Face — A deep shaft with a carved face above the entrance. The face weeps rust. The tears are iron oxide. The mountain is mourning its dead. ‘[BREATH]‘
Bridge of Nine Echoes — A rope bridge over a chasm; each step echoes nine times. The ninth echo is always a whisper. It is the name of the next person to fall. ‘[OMEN]‘
Mine of the Ninth Seal — A sealed tunnel with a Covenant seal on the timbers. Inside is a demon that the miners woke. The seal is cracking. ‘[MAGIC]‘ ‘[LEASE]‘
The First Lease Stone — A monolith carved with the original treaty between Aeler and Dhahara. The stone is warm. It glows when the lease is renewed. It cracks when the lease is broken. ‘[LEASE]‘ ‘[OMEN]‘
Peacock Throne Chamberlain — A eunuch in silk; he controls access to the king. ‘[AUTHORITY]‘ He has seen nine assassins before they struck. He has not warned the king about the tenth. The tenth works for the missing kingdom.
Covenant Judge (High Judge Vasu) — A gray-haired man with a brass scale. He has never smiled. ‘[JUSTICE]‘ The ninth judgment he ever made was never recorded. It was for the missing kingdom.
Temple Dancer (Mira) — A woman with anklets of silver and eyes lined with kohl. ‘[RITUAL]‘ In the ninth step of her dance, she always stumbles slightly. No one knows why.
War Elephant Mahout — An old man who has never lost a battle. He whispers to his elephant in a language of clicks. ‘[COMBAT]‘ The elephant’s name is “Sorry.” It has trampled nine enemies. The ninth apology was accepted by a ghost.
Ninth King’s Ghost — A shade that walks the tomb. It points at the killer—but the killer is always a living king. ‘[DEATH]‘ ‘[FEAR]‘ The ninth time it points, it will point at the true killer. No one will believe it.
Mine-Captain (Aeler) — A dwarf with a tuning fork and a level. He can hear a crack in a beam from a hundred paces. He never walks under a keystone. The mountain has ears. ‘[BREATH]‘
Rani Jaya — A young woman in armor, riding a caparisoned elephant. She lost an arm to a mine collapse. The prosthetic is a pickaxe. She can write with it. The letters are iron filings. ‘[COMMUNITY]‘
Elephant Caravan Master (Tarkan) — Old, missing two fingers, tattooed with elephant footprints. He knows the name of every elephant that has crossed the pass in fifty years. ‘[COMMUNITY]‘
Demon’s Whisper (from the Ninth Seal) — A voice heard in the sealed mine. It offers a deal: a year of good fortune for a single memory. The memory is the last breath of a dying friend. ‘[MAGIC]‘ ‘[LEASE]‘
Elephant Stampede (Royal) — The king’s elephants break loose; they are trained to kill. ‘[DISASTER]‘ ‘[COMBAT]‘ One elephant wears a saddle from the missing ninth kingdom.
Covenant Excommunication — High Judge Vasu declares your contract void; your goods are seized. ‘[JUSTICE]‘ ‘[PRESSURE]‘ The merchant who paid the bribe wears a ninth ring on a hand that has only eight fingers.
Nine Kings’ Tomb Robbers — Grave robbers break into the tomb. They seek the key word. ‘[DEATH]‘ ‘[THEFT]‘ The ninth sarcophagus is open. It is empty. The robbers did not open it.
Peacock Throne Assassination Attempt — A courtier tries to kill the king. ‘[POLITICS]‘ ‘[COMBAT]‘ He has a ninth dagger hidden in his mirror-stick.
Immortal Peacock’s Cry — The peacock screams; the court panics. ‘[OMEN]‘ ‘[FEAR]‘ The peacock has not screamed in nine years. The last time it screamed, the ninth kingdom fell.
Cave-In (Sabotage) — A tunnel collapses. The collapse was not an accident. ‘[DISASTER]‘ The saboteur is in the party. Or the party is accused.
Ninth Echo — On the Bridge of Nine Echoes, someone counts the echoes. The ninth echo says a name. ‘[OMEN]‘ ‘[FEAR]‘ The name is the speaker’s. They faint. The bridge remembers.
Demon Wakes (Ninth Seal) — The sealed mine cracks open. A shadow escapes; it possesses the nearest Aeler engineer. ‘[MAGIC]‘ ‘[LEASE]‘ The demon wants the lease broken.
Lease Stone Cracks — The First Lease Stone glows red and splits. The treaty is void. War is coming. ‘[LEASE]‘ ‘[APOCALYPSE]‘ The party has one day to flee the passes before the Aeler and Dhaharan armies clash.
Peacock Feather — A single iridescent feather from the immortal peacock. Present it to enter any court in the nine kingdoms. ‘[SOCIAL]‘ The ninth feather in the peacock’s tail is invisible. If you find it, you can command the peacock to speak.
Covenant Seal (Kosala) — A clay seal. Witness any contract in the sacred city. ‘[JUSTICE]‘ The ninth seal ever made is still intact. It seals a promise made with the missing kingdom.
Well Water (Vial) — A vial of black water from the Nine Kings’ Well. Drink it to see the future. ‘[MYSTERY]‘ The ninth vial was never drawn. It is reserved for the king who will unite the nine.
Nine Kings’ Key Word — A single word: “forgiveness.” Speak it to open the tomb. ‘[LEGEND]‘ The genealogy shows that every king of Ahimsa is a descendant of the missing ninth kingdom.
Ninth King’s Crown (Gold Circlet) — Found in the tomb. Wear it to command the ghosts of Rajagriha. ‘[DEATH]‘ ‘[LEGEND]‘ The ninth ghost is the missing king himself. He will ask you one question: “Why did you let me fall?”
Aeler Breath-Counter (Silver Bell) — Wear it to count your breaths in high altitude. The bell rings when you reach eight. ‘[BREATH]‘ ‘[TRAVEL]‘ Stop at eight. The ninth breath is the mountain’s.
Toll Waiver (Brass Nail) — A brass nail. Present it to pass any Aeler bridge for free. ‘[TOLL]‘ ‘[TRAVEL]‘ The nail fits into a hole in the toll-keeper’s scale. The hole is for bribes.
Viceroy’s Forgiveness (Pardon) — A written pardon for any crime in the Satrapies. ‘[LEASE]‘ ‘[AUTHORITY]‘ The condition is a secret mission. The mission is to assassinate a rival viceroy.
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = leverage. Highest rank sets the main Timer (–, –, J/Q/K , A ).
Diamonds are codified outcomes (feathers, keys, seals, bells, ingots) that change position rather than call for a roll.
If any A appears, echo Dhaharan omens—peacock feathers shed without reason, a well that reflects a face not yours, a throne that creaks when empty, a whisper that counts to nine, iron that weeps rust, a pass that closes behind you, a bell that rings without a clapper.
Ancestral Honor (Reputation Track): Each PC has an Ancestral Honor score from (Heavy Burden) to (Bearer of Light). Gain Burden by: breaking a sworn oath, failing to protect a family member, disrespecting a temple. Gain Honor by: keeping a difficult promise, restoring a forgotten genealogy, donating to a royal archive.
+2 or +3 (Bearer of Light): +1 Position in social encounters with nobles and priests. You may call in one minor family favor per session.
-2 or -3 (Heavy Burden): Market prices double for you. You may be challenged to an honor-duel (combat or legal contest). If you refuse, you lose 1 permanent Reputation tier.
Elephant Community Share (Highland): Instead of individual ownership, elephant caravans operate on a share system. A character who helps the caravan gains a Share Token. Spend it to call on the caravan for a single favor: passage for a wagon, a day’s fodder, or a warning about a rival. Share Tokens are reciprocity, not weight.
Breath-Oaths as Leverage (Highland): Aeler engineers use breath-oaths to secure contracts. A character who holds a breath-oath can demand a renegotiation of tolls, quotas, or labor terms. Breaking a breath-oath does not incur a curse; it simply ends the trust, and the other party will never deal with you again.
Local Patrons (Syncretic Names):
The Peacock’s Eye — The Witness. The ruby that sees all false genealogies.
The Iron Queen — Mykkiel. The law that binds the nine kingdoms, even when kings forget.
The Monsoon Lord — Khemesh. The pressure that brings the rain—and the flood that follows.
The Ninth Throne — The Hollow. The empty chair. The unspoken promise. The kingdom that never was.
The Silent Bell — The Sealed Gate (Highland). The threshold that asks only that you stop at eight.
The Nine Kings’ Tomb and the Kalrantha Amulet: The tomb contains a map to the Himadri temple where the amulet was sealed. The map is tattooed on the inside of the Ninth King’s ghost. You will need to ask politely. The ghost charges a memory for each word.
The Immortal Peacock and the Hollow: The peacock is said to be the Hollow’s original form—before it learned to hunger. Aelaerem hedge-keepers leave offerings of peacock feathers at the Hollow’s gates. The ninth feather offered each year is returned, bloodied, to the Peacock Gardens.
The Ninth Seal Mine and the Kalrantha Amulet: The demon sealed in the mine is a fragment of Varash the Unmaker. The Esoiti want to free it. The Breath-less want to re-seal it.
Bread to the Peacock: Crumble a crust before the throne. Ignore the first Elephant Stampede penalty. ‘[SUPERSTITION]‘
The Ninth Step (Lowland): When entering a court, take only eight steps. The ninth step is for the ghost of the missing king. If you take it, you will hear a whisper asking for a favor. ‘[SUPERSTITION]‘
Bread to the Mine (Highland): Crumble a crust into the tunnel mouth. Ignore the first Cave-In penalty. ‘[SUPERSTITION]‘
Knot the Bell Rope (Highland): Tie a knot in the rope of a shrine bell. Cancel Ninth Echo or take -1 die on your next stealth roll. ‘[SUPERSTITION]‘
Exposure: Your actions draw unwanted attention from court chamberlains, temple priests, Aeler engineers, or raja’s spies.
Ninth Echo (Highland): A whisper in the pass counts to eight. You feel a presence.
Ninth Step (Lowland): A courtier counts your steps aloud. You stumble.
Alarm Raised: Local king’s guard, Covenant bailiff, mine-captain, or toll-keeper becomes aware.
Genealogy Taint (Lowland): A rumor spreads that you are descended from the missing kingdom. Social rolls with nobles are Desperate for one scene.
Breath Shortage (Highland): The air thins. All characters mark 1 Fatigue.
Reinforcements: Additional elephant cavalry, temple guards, bandit crews, Aeler engineers, or raja’s soldiers arrive.
Ninth Kingdom Timer ticks +1: The missing kingdom stirs. A ghost is seen. A temple dancer stumbles. A miner counts to nine.
Authority Arrival: Maharaja, High Judge Vasu, Ninth King’s Ghost, Viceroy, or Demon from the Ninth Seal intervenes.
The Missing Kingdom Manifests: For one scene, the phantom realm overlaps with reality. All characters must test Spirit + Endurance (DV 5) or become Lost (cannot be found until dawn).
The Ninth King (Unburied) — Phases: Tomb Robberies Orchestrated Succession Crisis Throne Coup. Secret: The Ninth King does not want to be restored to power—he wants his promise to the Hollow kept.
The Breath-Eater (Nine Silence, Highland) — Phases: Mines Collapsing Orchestrated Cave-In Pass Coup. Cracks: find a lost breath-counter, expose a false lease, survive a count of nine.
The Unsealed (Demon of the Ninth Seal, Highland) — Phases: Whispers in the Mine Procession of Cracking Timbers Iron-Baptism of a Viceroy.
Among the Dhaharan, power flows through genealogy, elephant herds, the honor of the court, and the slow pull of ancestral promise—and in the high passes, through iron, tea, and the lease. The Peacock Throne is the center, but the other eight kingdoms are competitors. And the missing ninth is the question that never stops echoing.
For the GM: Power in Dhahara is measured in iron, buffalo, the thickness of a family’s scroll collection, the number of forgotten promises in its bloodline, and the number of breaths a miner can hold.
Use the Ancestral Honor Dial as a visible track. High Honor opens doors; low Honor closes them—and may bring the Hollow’s silent witnesses.
Track the Ninth Kingdom Timer as a slow-burn campaign timer. The party cannot stop it permanently—only delay it, redirect it, or prepare for the night when the missing kingdom returns.
In the high passes, use the Lease Timer to mirror the politics of the lowlands. The renewal of the lease is a recurring pressure point.
Emphasize that the Aeler are not conquerors—they are lessees, bound by treaty. Their engineers and viceroys are in Dhaharan territory on Dhaharan sufferance, renewed every nine years.
In Dhahara, the peacock remembers every eye, the well shows every death, the mountain takes every ninth breath, and the missing kingdom waits. Its question is never closed.
The Iron Passes.
“I carry my grandfather’s bell. He counted to nine once and lost his shadow. He lived another thirty years. You may ask me about those thirty years when we are out of the shaft.”
— Mine-Breath, before the morning descent
The high passes are measured in breath-counts. A distance that looks modest from the valley can require more air, fuel, and daylight than a caravan possesses. Elephant teams bring ore down toward the Bronze Coast; mule trains carry tea and silver toward the holds. A delayed load matters to the people waiting above it long before a lowland official decides that it is overdue.
Do not confuse the Aeler viceroyalty’s leased mines with every community in the mountains. The Karak-Aeler of the high places keep their own severe practices. The Mi-tsang, whom outsiders call the High Folk, live in monastic villages, herding settlements, and fortress-temples that have never paid tribute to a lowland crown. Their Lopon preserve scrolls older than the Utaran Empire. A claim made in Sarvistan may require another conversation at the next pass.
The Karak-Aeler maintain workings that the High Folk supply by routes few visitors can follow. Their peace began with iron exchanged for knowledge of the passes. It continues through decisions about where a herd may cross, which slope may be cut, and who will carry supplies when the weather changes. A miner and a shrine-keeper can both understand the danger and disagree over what must be protected first. The Covenant’s small high-valley mission depends on help from both.
Beneath the Ninth Seal Mine, a fragment of Varash the Unmaker is imprisoned. The seal is failing. A warm tool in an unheated gallery, or a familiar voice beyond a closed passage, can bring the problem into an ordinary working day. The people keeping the mine supplied do not have to agree about the voice before they recognize that leaving the Seal-Keeper without relief is dangerous.
The rule everyone tells a newcomer: never count your breaths aloud in a mine or high pass. Count in eights. Someone will interrupt you before the next number, and will not thank you for making them do it.
What do people eat for breakfast? Hardtack, dried meat, and hot tea. The tea is allowed to cool just enough to drink before the shift starts. A late arrival finds the pot covered and their portion kept back; wasting the heat would help nobody.
What does a child learn before they can walk? In a mining household, which bell means come up and which means keep still. In a herding village, which path remains safe when snow hides its edge. Adults teach these things without waiting for a child to understand why the lesson matters.
What is the first thing you notice about a stranger? Whether they stop speaking when they need breath. A visitor who hides exhaustion can endanger everyone who has to bring them down. Guides watch the gait and check the clothing before asking what rank the traveler claims.
What is the most common crime? Ore leaving the workings outside the declared shipment. A mine-captain may overlook a small diversion while a household is short of fuel, then prosecute the same act when the viceroy’s inspectors arrive. Ask who knew about the earlier loads.
What does no one talk about but everyone knows? The Seal-Keeper needs relief, food, and warmth, and the usual route does not always remain open. Every institution can explain why another should supply them. The person packing the next load wants to know who will actually go.
Where do people go when they die? Aeler dead are placed in worked-out galleries. The living check that the gallery can be closed without compromising another shaft. A burial postponed for that work is still a burial being attended to; visitors sometimes mistake the discussion for indifference.
How do you apologize for a serious wrong? A witnessed breath can be offered and sealed in a brass capsule. What follows must address the damage. A person who left a support unsafe may have to return to the workings with the crew whose descent they endangered.
What is the most important festival? The Counting of the Breath at the winter solstice. Breath-counters are examined and the year’s work is considered. Who can still descend, who must work above ground, and who will teach the next crew are questions about keeping the hold inhabited through another winter.
What is the secret that could destroy a powerful person? An inspection was declared complete while the approach to the seal remained unsafe. The official had a reason: closing the route would also have stopped relief supplies. The unsigned inspection, the people who attempted the crossing, and the repair still needed give the party something to investigate and a decision to make.
The sealed danger is a fragment of Varash. Uncertainty can concern who is speaking from the mine, what an offer conceals, or which route remains usable. No bargain with the prisoner is required. Negotiation with the High Folk, repair, relief, and evacuation all remain possible approaches.
Key Demographics: Humans and Dwarves Capital City: Lhasa Khar
Tagline: The mountain does not negotiate. It waits. The ninth breath is a toll, not a gift.
Khardung, Vent-Prior of the High Places (Elite): “The mountain does not speak in words. It speaks in the silence after a bell, the weight of a frozen lung, the taste of iron on the tongue at dusk. We Aeler do not conquer stone. We listen to it. And we remember what it forgets.”
Mine-Breath (Commoner): “I carry a bell that counts my breaths. Eight is safe. Nine is the mountain’s. My grandfather counted to nine once. The mountain took his shadow. He lived another thirty years, but he never cast a shadow again. The High Folk say the shadow still walks the passes, counting.”
Genre / Mood: High-altitude survival horror, animist dread, isolation, the weight of ancient oaths.
Starting Location: A wind-scoured pass where prayer flags made of frozen leather snap like bones. A dwarf in a patched iron coat tends a brass brazier. Beside her, a human in a gray wool cloak — face hidden by a veil of yak hair — holds a bell that does not ring. The dwarf speaks first: “The High Folk say the demon stirs in the deep. The passes are closing early. You have three breaths to declare your purpose, or the mountain will decide for you.”
The Himadri foothills are the highest inhabited place in the known world. Here, the Himadri mountains scrape the sky, and the air is so thin that each breath is a measured gift. The native Aeler of these peaks — called the High Aeler or the Karak-Aeler (“Stone-Breath People”) — are not the mercantile dwarves of the lowland holds. They are severe, cold, and ancient, their faces carved by wind and frost, their voices rarely raised above a whisper. They do not trade in breath-promises for profit; they trade in survival. A Karak-Aeler’s word is iron not because of law, but because the mountain has no patience for lies.
The humans of the Himadri are equally remote: a scattering of monastic villages, goat-herding clans, and hidden fortress-temples that have never paid tribute to any king. Outsiders call them the High Folk, or simply the Mi-tsang — the Hidden People. They speak a language of tones and silences, and they venerate spirits that live in glaciers, hot springs, and the bones of extinct beasts. Their lamas (called Lopön) keep scrolls that predate the Utaran Empire, written in a script that no Aeler can read. They do not trust the lowlands, and the lowlands have learned not to cross their passes without an invitation.
The Karak-Aeler and the High Folk share an uneasy peace, brokered centuries ago when the first iron was traded for the secret of the high passes. Today, the dwarves mine the frozen mountains for ore and rare earths, while the humans tend the yak herds and the shrines that keep the mountain spirits from waking. The Covenant has a small mission in the highest valley, but its priests are always on the edge of frostbite and despair. The demon sealed in the Ninth Seal Mine — a fragment of Varash the Unmaker — is not a legend. It is a fact. The seal is cracking. And the mountain is listening.
What you notice first: The silence. Not the absence of sound, but the weight of it — as if the mountain itself is holding its breath. The way every Aeler touches a brass bell at their belt before speaking of distances. The way the High Folk never look directly at the peaks, only at the ground, as if the sky holds something they are not meant to see.
The one rule that kills newcomers: Never count your breaths aloud in a mine or a high pass. The mountain listens, and if it hears you reach the ninth, it will take one — a breath, a memory, a shadow. The High Folk say that the shadow then walks the passes, counting.
Power here is measured in altitude, in the number of passes you know, and in the respect the mountain shows you. The Karak-Aeler maintain the iron mines and the toll-bridges, but they do not rule the High Folk — they coexist with them. The High Folk’s lamas negotiate on behalf of the mountain spirits, and the dwarves have learned to listen. The Covenant’s seal on the Ninth Seal Mine is maintained by a single, half-mad priest who has not seen the sun in forty years. The demon whispers promises of warmth, of gold, of the lowlands’ green fields. The miners cover their ears. The High Folk leave offerings of frozen butter tea at the seal’s entrance. So far, it has held.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Khardung Stone-voiced | Vent-Prior of the High Places | Keep the mines open and the demon sealed | He has not slept in a heated room in forty years. He says warmth makes the mountain forget him. |
| Lopön Tenzin | High Folk lama of the Ice Shrine | Interpret the will of the mountain spirits | He has not spoken a word of Low Utaran in thirty years. He communicates through a novice who signs. |
| Mine-Captain Dolkhar | Karak-Aeler engineer | Extract enough ore to satisfy the mountain’s demand | She lost three fingers to frostbite; she replaced them with iron picks. She never removes her gloves. |
| The Seal-Keeper (Nameless) | Covenant priest of the Ninth Seal | Keep the demon from waking, one day at a time | He has forgotten his own name. The seal remembers it for him. His eyes are rust-colored. |
| Yak-Mother Pema | High Folk herder, keeper of the pass offerings | Ensure the mountain spirits do not close the high route | She knows every hidden spring and every avalanche chute. She will not guide outsiders — only sell them directions. |
Karak-Aeler names are short, harsh, with guttural stops and iron-hard consonants. High Folk names are softer, with flowing vowels and honorific prefixes.
| Karak-Aeler (Male) | Karak-Aeler (Female) | High Folk (Both) | Epithets |
|---|---|---|---|
| Khardung | Dolkhar | Tenzin | Iron-Beard |
| Borin | Thrain | Pema | Stone-Breath |
| Rurik | Korra | Lhamo | the Unshadowed |
| Halik | Svar | Namgyal | Bell-Breaker |
Iron mine with a carved face that weeps rust; a High Folk shrine of stacked stones and frozen prayer flags; a pass where the air is so thin that even the crows turn back.
Iron Mine of the Crying Face — A deep shaft with
a carved face above the entrance. The face weeps rust. The tears are
iron oxide. The mountain is mourning its dead.
[INDUSTRIAL]
The Ninth Seal Mine (Sealed) — A tunnel mouth
sealed with Covenant clay and iron bands. The seal is warm. It glows
faintly at night. The demon whispers through the cracks in a language
that sounds like butter melting. [DEATH]
[MAGIC]
Silent Pass — A high mountain pass where no bird
flies. The air is too thin for sound. Arguments must be written in
the snow. The snow does not lie. [WEATHER]
Bridge of Nine Echoes (Karak-Aeler) — A rope
bridge over a frozen chasm. Each step echoes nine times. The ninth
echo is always a whisper — the name of the next person to fall. Do not
answer. [DEATH] [FEAR]
Ice Shrine — A cave temple where the High Folk
leave offerings of butter tea and frozen barley. The ice never
melts, even when a fire is lit inside. The lamas say the mountain drinks
the heat. [RITUAL]
Yak-Mother’s Camp — A seasonal encampment of
black wool tents, smelling of smoke and sour milk. The yaks have
names. They answer to them. Outsiders who guess a yak’s name correctly
are offered tea. Those who guess wrong are offered the cold.
[COMMUNITY]
The Frozen Record (Vent-Prior’s Archive) — A
cave where breath-promises are carved into slabs of permafrost. The
ice preserves the contracts. If a promise is broken, the slab cracks.
The sound echoes through the mines for days.
[AUTHORITY]
High Folk Watchtower — A stone spire on a ridge,
manned by a silent figure in a gray cloak. The watcher never sleeps.
They signal with mirrors — one flash for safe, two for storm, three for
demon-walk. [WATCH]
The Ninth Breath Shrine — A small cairn where
miners leave offerings of their own shadow-traces. The offerings are
not coin — they are memories written on strips of leather. The leather
never rots. The memories are still warm.
[RITUAL]
Abandoned Mine of the First Seal — A collapsed
tunnel where the demon first manifested. The walls are coated in
green glass — like the Kalrantha amulet. The glass sings at midnight.
Those who listen too long forget their names. [MAGIC]
[DEATH]
The Lopön’s Hermitage — A tiny stone hut perched
on a cliff, accessible only by a rope ladder. The lama has not
descended in nine years. His food is hauled up by a single, silent
novice. The novice never speaks of what the lama sees.
[MYSTERY]
Karak-Aeler Forge (High) — A smithy built into a
volcanic vent, heated by the mountain’s own warmth. The forge has no
chimney. The smoke is swallowed by the stone. The smiths say the
mountain eats their impurities. [CRAFT]
The First Keystone (Myth) — A stone that never
cracks, said to lie at the deepest point of the oldest mine. It is
the mountain’s heart. Touch it, and the mountain will ask a question.
Answer poorly, and the passes close forever. Answer well, and it may ask
another. [LEGEND]
Karak-Aeler mine-captain with a bell and a level; High Folk lama with a veil of yak hair; yak-mother with a staff of frozen juniper.
Mine-Captain (Karak-Aeler) — A dwarf with a
brass bell and a level. She never counts her breaths aloud. She has
never lost a crew. She has also never smiled. The miners say her bell
rings only for the dead. [AUTHORITY]
Lopön (High Folk Lama) — A figure in gray wool,
face hidden by a veil. They communicate through a novice who signs.
The lama’s hands are stained black with iron from the offerings.
They never touch the ground. [SPIRIT]
Yak-Mother Pema — A weathered woman with a bone
needle in her hair, always surrounded by yaks. She will not guide
you — but she will sell you directions for a story. The story must be
true. [COMMUNITY]
The Seal-Keeper (Nameless) — A Covenant priest
in rust-stained robes, sitting by the Ninth Seal. He has not eaten
solid food in forty years. The seal’s glow sustains him. He has
forgotten his own name. The seal remembers it for him.
[JUSTICE]
Vent-Prior Khardung — A dwarf with a bell around
his neck, his face cracked by frost. The bell rings when he lies. It
rings often. He is always lying about the ore quotas. The miners know.
They work anyway. [AUTHORITY]
High Folk Watcher — A silent figure in a
watchtower, holding a brass mirror. They have not spoken in nine
years. They communicate with mirror flashes. One flash: safe. Two:
storm. Three: demon-walk. Four has never been seen.
[SCOUT]
Iron-Bound Miner — A dwarf who traded a memory
to the mountain for a higher quota. She can no longer recall her
mother’s face. She works in the deepest galleries. The other miners
leave offerings of silence when she passes.
[BURDEN]
High Folk Novice — A young woman who speaks for
the silent lama. Her hands are always wrapped in wool. She has never
spoken a word of her own. The lama speaks through her. She does not know
if she is a vessel or a person. [MYSTIC]
Frozen Caravan Master — A Dhaharan trader who
braves the high passes for rare earths. He has lost three fingers to
frostbite. He keeps them in a jar as a warning. The jar is on the ninth
shelf. [TRADE]
Ghost of the Landslide — A figure in gray, seen
only at dusk. It points at the pass. It is pointing at a safe route
— or a trap. No one has survived to find out. The ghost does not speak.
It does not need to. [DEATH]
Demon’s Whisper — A voice heard in the Ninth
Seal Mine. It offers deals. “A year of warmth for a single memory. A
century of life for a death. The seal is cold. I am patient.” The voice
sounds like someone you loved. [MAGIC]
[FEAR]
The First Miner (Legend) — A skeleton holding a
tuning fork, sitting at the First Keystone. If you take the tuning
fork, you become the mountain’s new voice. You will never leave the
depths. The miners will hear you sing. They will not thank you.
[LEGEND]
Ice-Lama (Myth) — A High Saint who froze to
death in meditation. Her body did not decay. She sits in a cave of
blue ice. If you bring her a true regret, she will warm your hands for a
moment. The warmth lasts a lifetime. [SAINT]
A sudden drop in temperature — all actions Desperate; the Ninth Seal cracks — the demon whispers promises; a mountain spirit demands an offering of silence.
Whiteout — A sudden blizzard erases all tracks.
Navigation is impossible. [WEATHER] The snow tastes of
iron. Someone is bleeding nearby. The wind sounds like a name being
called. Your name.
Landslide — The pass is blocked. The alternative
route is three days longer. [TRAVEL] The landslide was
deliberate — a rival caravan master wants to delay you. His camels are
ahead. His guilt is written in the mud.
Ninth Echo Heard — Someone on the Bridge of Nine
Echoes counts the echoes. The ninth echo speaks a name.
[DEATH] [FEAR] The name is the speaker’s.
They faint. The bridge remembers. The name is now a price. The bridge
will collect.
Breath Shortage — At high altitude, the party
struggles. Mark Fatigue 1 per scene. [WEATHER]
[SURVIVAL] Acclimatisation requires a rest day. The
rest day will cost a price. The price is a breath-promise. The mountain
is watching.
Seal Cracking — The Ninth Seal groans. The
demon’s whisper grows louder. [DEATH] [MAGIC]
A character hears their own voice offering a deal. The price is a
memory of a warm place. Refuse, and the cold deepens.
Yak Stampede — A herd of startled yaks thunders
through the camp. [DISASTER] They are not angry. They
are fleeing something worse. The mist behind them has a shape. The shape
is counting.
Covenant Audit — The Seal-Keeper demands to
inspect the party’s cargo. [JUSTICE]
[AUTHORITY] The cargo includes a relic from the Red
Desert — a piece of green glass. It is humming. The Seal-Keeper’s eyes
are weeping rust.
High Folk Taboo Broken — A party member speaks a
forbidden name or forgets to offer butter tea at a shrine.
[SPIRIT] The mountain spirits are offended. The next
pass they cross will be twice as long. The snow will fall
upward.
Demon-Touched Miner — A miner who made a bargain
with the demon escapes from the deep galleries. [COMBAT]
Their eyes are green glass. Their shadow has horns. They do not
attack — they ask: “Where is the ninth bone?”
Vent-Prior’s Summons — Khardung demands the
party attend him. He offers a deal: find a saboteur in exchange for warm
shelter. [AUTHORITY] [POLITICS] The
saboteur is his own clerk. The clerk is his daughter. She is trying to
open the Ninth Seal. She wants to free the demon. She thinks it will
warm the mines.
The Silent Pass’s Cold (Supernatural) — The
temperature drops so low that metal sticks to skin.
[WEATHER] [MAGIC] The cold is a spirit. It
wants a breath-promise. It will accept a story. The story must be about
fire. It has never heard a good one.
Demon Wakes — The Ninth Seal cracks open. A
shadow escapes. [DEATH] [MAGIC] It
possesses the nearest High Folk novice. The novice’s eyes turn to green
glass. She speaks in the lama’s voice: “The mountain is hungry. Feed
it.”
First Keystone Quakes — The mountain’s heart
trembles. The passes close. The mines collapse. The demon is free.
[APOCALYPSE] The party has one day to re-seal the demon
or flee. The Vent-Prior is weeping. The Seal-Keeper is dead. The
mountain is counting.
Aeler breath-counter (silver bell, wear to count breaths safely); iron ingot stamped with a mountain rune; a High Folk prayer flag that never tears.
Aeler Breath-Counter (Silver Bell) — Wear it to
count your breaths safely in high altitude. The bell rings when you
reach eight. [TRAVEL] [SURVIVAL] Stop at
eight. The ninth breath is the mountain’s. The bell also rings when a
demon is near. The tone is flat.
Iron Ingot (Mountain-Stamped) — A bar of
high-grade iron, stamped with a rune that means “witness.” Worth 1
Measure. [TRADE] The rune glows when a lie is spoken
nearby. It does not judge the lie — it merely records.
High Folk Prayer Flag — A square of undyed wool,
marked with a symbol of a closed eye. [PROTECTION] Hang
it at your camp, and the mountain spirits will not trouble you for one
night. The flag must be burned at dawn. The smoke carries your
thanks.
Seal-Keeper’s Blessing (Clay Amulet) — A lump of
clay from the Ninth Seal’s entrance. [JUSTICE]
[MAGIC] Press it to a lock or a threshold, and the
demon’s attention is drawn elsewhere for one hour. The amulet crumbles
after use. The demon will remember.
Yak-Mother’s Route (Leather Map) — A scrap of
leather marked with charcoal lines. [TRAVEL] The map
shows a safe route through the high passes — but only if you follow it
exactly. If you stray, the map rewrites itself. The new route leads to a
crevasse.
Lopön’s Silence (Wool Cord) — A braided cord
that the lama wore around his wrist. [SOCIAL]
[SPIRIT] Tie it around your own wrist. For one scene,
you are invisible to mountain spirits. You also cannot speak. The
silence is the price.
Vent-Prior’s Letter of Introduction (Frozen
Slate) — A slate tablet that must be held against warm skin to
read. [SOCIAL] [AUTHORITY] Grants access
to any Karak-Aeler mining hold. The slate is cold. It grows colder when
the holder lies.
Demon’s Nail (Iron Splinter) — A piece of the
Ninth Seal’s timber. [MAGIC] [STEALTH]
Touch it to a lock; the lock opens. The lock also screams. The
scream alerts the demon. The nail crumbles after one use. The demon
knows your face now.
Ice-Lama’s Blessing (Frozen Tear) — A drop of
water that never melts, said to be the saint’s tear.
[HEALING] Drink it to remove one level of Harm caused
by cold or exhaustion. The tear tastes of salt and memory.
The Ninth Echo’s Whisper (Slate) — A piece of
slate carved with the ninth echo’s words. [COMBAT]
[FEAR] Play it to silence a foe. The foe hears their
own name and freezes for one exchange. The slate then crumbles. The echo
is now silent. The bridge has one fewer whisper.
First Keystone’s Echo (Tuning Fork) — A tuning
fork that rings with the mountain’s voice. [LEGEND]
Strike it, and the mountain will answer one question — but the
answer is always a riddle, and the riddles are always about
obligations.
High Folk Novice’s Memory (Bone Needle) — A
needle that the novice used to sew her silence. [SECRET]
Thread it with a strand of your own hair and sew a wound closed. The
wound heals, but you forget why you received it. The needle
remembers.
Vent-Prior’s Forgiveness (Iron Token) — A token
that grants pardon for any crime in the Himadri.
[AUTHORITY] The pardon is conditional. The condition is
a secret mission: re-seal the demon permanently. The Vent-Prior’s bell
will not ring for this lie.
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = leverage. Highest rank sets the main Timer (2–5 -> 4, 6–10 -> 6, J/Q/K -> 8, A -> 10).
Diamonds are codified outcomes (bells, ingots, prayers) that change position rather than call for a roll.
If any A appears, echo mountain-omens—iron that weeps rust, bells that ring without clappers, a pass that closes behind you, a whisper that sounds like your own breath, a shadow that walks without a body.
Breath-Counting: In high passes (above 4,000 meters), characters must mark Fatigue for every hour of exertion. A character who deliberately paces their breathing (making a Spirit + Endurance test, DV 3) can reduce the Fatigue cost by 1. Counting aloud to nine in any context triggers a Mountain’s Attention roll (Spirit + Endurance, DV 4). On failure, the mountain takes something: 1 Fatigue, a minor memory (erase a fact), or a shadow (the character casts no reflection until they leave the high passes).
The Ninth Seal Timer [8]: The Covenant seal on the demon mine has a hidden timer that ticks when the demon whispers, when someone takes iron from the sealed tunnel, or when a breath-promise is broken nearby. When the timer fills, the seal cracks. The party can reset the timer by reinforcing the seal with a new Covenant rite (costs a memory) or by feeding the demon a story (costs a truth). The demon prefers stories about betrayal. It pays attention to those.
Mountain Offerings: The High Folk believe that the mountain must be fed with offerings of silence, memory, or warmth. A character who leaves an offering (a pinch of salt, a whispered secret, a lock of hair) at a shrine or a cairn may roll Spirit + Lore (DV 3). On success, the next weather hazard in that pass is downgraded (blizzard to snow, ice to frost). On failure, the offering is rejected — the character gains the Marked by the Mountain condition (the next environmental complication is automatically Desperate).
High Folk Taboos: The High Folk have many taboos: never point at a peak, never speak the name of a dead person in a pass, never refuse a cup of butter tea, never step over a prayer flag. Breaking a taboo in front of a High Folk witness causes the witness to fall silent and refuse to help. The GM may spend 1 SB to have a broken taboo attract the attention of a mountain spirit (a complication from the Clubs table).
Local Patrons (Syncretic Names):
Adur the Forge-Father — Oath of Flame and Light. The fire in the smelter, the heat that tempers iron and oaths.
Hemrir the Wanderer — The Sealed Gate. The keeper of thresholds; his shrines are bridge-posts and tunnel mouths.
The Breath-Eater — Khemesh. The pressure in the deep; the silence that follows a cave-in.
The Ice-Lama — The Pale Shepherd. The saint who froze to death; she guides travelers through whiteouts.
The Ninth Seal and the Kalrantha Amulet (Dhahara): The demon in the sealed mine is a fragment of Varash the Unmaker, which local dealers wrongly identify with the power of the Kalrantha amulet. The Esoiti want to free this fragment to use against the Covenant. The Breath-less want to re-seal it permanently. The demon wants to be whole. It offers favors to anyone who brings it a shard of green glass.
Iron Trade and the Ngomebe Stone Men: The iron from the Himadri mines is shipped to Ngomebe to forge rollers for the walking cities. A disruption in the iron supply could stop a city mid-migration. The Ngomebe Mason-Kin have a permanent envoy at the Vent-Prior’s hall. The envoy is a woman who speaks only in stone-songs. She has never smiled.
Breath-Promises and the Covenant (Mykkiel): The Covenant recognizes Aeler breath-promises as legally binding, but only if witnessed by a judge. The Seal-Keeper is the only Covenant authority in the high passes. He has not witnessed a new promise in twenty years. He says the mountain remembers all obligations anyway.
The Silent Pass and the Hollow (Eastern Realms): The Silent Pass is a known threshold where the Hollow’s attention is thin. Aelaerem hedge-keepers leave offerings of salt at the pass entrance to keep the Oath-Keepers from following caravans. The salt must be from the pans of the Silent Widows. Any other salt will attract them. The Hedge-Keepers will not explain why. They say the salt knows.
Bread to the Mine: Crumble a crust into the
tunnel mouth. Ignore the first Whiteout penalty.
[SUPERSTITION]
Knot the Bell Rope: Tie a knot in the rope of
the shrine bell. Cancel Ninth Echo or take –1 die on your next
stealth roll (your choice). [SUPERSTITION]
Name to the Iron: Whisper a dead miner’s name
into an ingot. Gain +1 Effect when negotiating with Karak-Aeler this
scene, but mark Promise to the Vent-Prior.
[SUPERSTITION]
Butter to the Shrine: Leave a lump of yak butter
at a cairn. The next time you cross a pass, the mountain will not take
your shadow. [SUPERSTITION]
Exposure: Your actions draw unwanted attention from Karak-Aeler mine-captains or High Folk lamas.
Noise: Sounds of your actions alert nearby watchers or yak-herders.
Trace: Evidence of your passage marks your route for mountain spirits or demon-touched miners.
Delay: A brief but meaningful setback costs you time or favorable weather.
Supply Strain: Mark +1 segment on a relevant resource timer.
Alarm Raised: Local mine-captain or seal-keeper becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to whiteout or crevasse field.
Foe Appears: A demon-touched miner or a territorial snow cat arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional Karak-Aeler miners, High Folk watchers, or demon fragments arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes — seal cracks / ninth echo spoken / whiteout worsens.
Rail Tick: Advance a relevant campaign/front timer by 1 segment.
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: Vent-Prior, Lopön, or Demon from the Ninth Seal intervenes.
Scene Shift: The environment changes dramatically — mine collapses / bridge falls / ice shrine cracks.
Patron Omen: Divine/arcane forces take notice — omen appears / blessing lost / curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives.
Himadri (High Altitude): Breath-counters tick backward, snow falls upward, the air tastes of copper.
Himadri (Demon Seal): The Ninth Seal’s glow intensifies, demon whispers become audible, a crack appears in the clay.
Himadri (High Folk): A prayer flag tears, a yak lows at midnight, a lama’s bell rings without being struck.
Advance/Withdraw (Wits + Lore): On a hit, shift one band. On a strong hit, also impose Frostbite.
Cut the Price (Presence + Sway): On a hit, freeze range for one exchange; if a price waiver is in your possession, +1 die.
Weather the Whiteout (Endurance + Athletics): On a hit in Whiteout, you pick who finds shelter; on a miss, the GM does.
The Breath-Eater (Nine Silences) — Phases: Mines Collapsing Orchestrated Breath-Promise Break Pass Coup. Cracks: find a lost breath-counter, expose a false keystone, survive a count of nine.
The Unsealed (Demon of the Ninth Seal) — Phases: Whispers in the Mine Procession of Cracking Seals Iron-Baptism of a Vent-Prior. Cracks: relic Covenant seal, survivor testimony, the mine’s face weeping clear water.
The Ice-Lama’s Waking (High Folk Saint) — Phases: Frozen Tears The Cold Remembers The Ninth Breath Spoken. Cracks: return a stolen prayer flag, speak a true regret at her feet, survive a night in her cave without fire.
In the Himadri foothills, power flows through breath, silence, and the weight of the mountain’s attention. The Karak-Aeler hold the mines and the forges, but they do not rule the High Folk — they coexist with them, bound by ancient compacts sealed in frozen iron. The High Folk’s lamas speak for the mountain spirits, and the spirits are not kind. The Covenant’s seal on the Ninth Seal Mine is a reminder of what happens when the mountain is not respected. The demon whispers. The mountain listens. And the passes remember every breath taken in them.
For the GM: Power in the Himadri is measured in altitude, in the number of breaths you can hold, and in the stories the mountain chooses to remember. Patronage often takes the form of breath-counters, iron ingots, or prayer flags — each tied to a specific pass, a specific spirit, a specific obligation. To emphasize the harsh, remote character:
Make breath-counting a constant tension: characters must manage their Fatigue carefully. The mountain punishes haste.
Let the Ninth Seal Timer be a visible campaign front. The party’s actions tick the timer; when it fills, the demon manifests. The demon does not fight — it negotiates. It offers warmth, iron, safe passage. It asks for small betrayals. The High Folk say that the demon’s bargains always leave a frost on the heart.
Use the High Folk taboos to create social tension. Breaking a taboo is not a crime — it is an insult to the mountain. The High Folk will not explain the taboos beforehand; they expect visitors to watch and learn. A character who makes an offering without being asked gains a small boon. A character who refuses an offering gains the mountain’s attention.
In the Himadri, the mountain forgets nothing — and the ninth breath is always waiting.